// same as minimapshader.hlsl but this has 2x textures

struct Light
{
	float4 direction;
	float4 colour;
	float4 ambient;
	float4 position;
	float4 attenuation;
	float2 pad1;
	float range;
	int enabled;
};

cbuffer ConstantBuffer : register( b0 )
{
	float4 TEST;
	matrix World;
	matrix View;
	matrix Projection;
	matrix LightViewMatrix;
	matrix LightProjMatrix;
	Light light[3];
	float4 OutputColour;
	float2 TexturePositionOne;
	float2 TexturePositionTwo;
	float3 CameraPosition;
}
//--------------------------------------------------------------------------------------
struct VS_INPUT // = PS_INPUT
{
    float4 Pos : POSITION;
    float2 TexCoord : TEXCOORD0;
	float3 Normal : NORMAL0;
	float3 Tangent : TANGENT;
	float3 Binormal : BINORMAL;
};

struct PS_INPUT
{
	float4 Pos : SV_POSITION;
	float2 TexCoord : TEXCOORD0;
	float3 Normal : NORMAL0;
};

PS_INPUT VS(VS_INPUT input)
{
    PS_INPUT output = (PS_INPUT)0;

    output.Pos = mul( input.Pos, World );
	//output.Pos.x += 0.025f;
    //output.Pos = mul( output.Pos, View );
    //output.Pos = mul( output.Pos, Projection );
	
	//output.Normal = mul(input.Normal, World);
	output.TexCoord = input.TexCoord;

    return output;
}

Texture2D ObjTexture : register( t0 );
Texture2D ObjTexture2 : register( t1 );
SamplerState ObjSamplerState : register( s0 );

float4 PS(PS_INPUT input) : SV_Target
{
	//return OutputColour;
	float2 tex0 = input.TexCoord;
	float4 img0 = ObjTexture.Sample(ObjSamplerState, tex0);
	float4 img1 = ObjTexture2.Sample(ObjSamplerState, tex0);

	//if (img0.r == 1.0f && img0.g == 1.0f && img0.b == 1.0f)
	//{
	//	return float4(img0.rgb, 0.9f);
	//}

	
	if (img1.a < 0.5f)
	{
		img1.a = 0.0f;
	}
	//img1.a = 1.0f;

	float4 final = img0 * img1;
	
	//return img0;
	return final;
}